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@@ -402,9 +402,10 @@
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Message to be displayed before the backtrace when the engine crashes.
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</member>
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<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
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- Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
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+ Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. See also [member physics/common/physics_fps].
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If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
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This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
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+ [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead.
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</member>
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<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
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Maximum call stack allowed for debugging GDScript.
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@@ -1140,8 +1141,9 @@
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If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won't get them) and flushing that queue on resume, against the state of the 2D/3D world at that point.
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</member>
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<member name="physics/common/physics_fps" type="int" setter="" getter="" default="60">
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- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
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+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
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+ [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_fps] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
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</member>
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<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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